Drow Scout

Medium Humanoid, Neutral Evil

Armor Class

13 (Leather Armor)

Hit Points

17 (3d8 + 3)


30 ft.


Stealth +6 Nature +4 Perception +5 Survival +5


Darkvision 120ft, , passive Perception 15


Undercommon, Elvish


1/2 (200 XP)

Fey Ancestry.

The Drow has advantage on saving throws against being charmed, and magic cannot put drow to sleep.

Sunlight Sensitivity.

While in sunlight, the dorw has disadvantage on attack, as well as wisdom (perception) checks relying on sight.

Innate Spellcasting.

The Drow's innate spellcasting ability is intelligence (DC12). it can inately cast: dancing lights (at will), darkness, faerie fire, (1/day)



The drow makes two crossbow attacks.

Short Sword.

Melee Attack Attack: +4 to hit, reach 5ft, one target Hit: 5 (1d6+2) Piercing Damage

Hand Crossbow.

Ranged Attack Attack: +4 to hit, range 30/120ft, one target Hit: 5 (1d6+2) Piercing Damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target can re peat the saving throw at the end of each of its turns, ending the effect on itself on a success . If he/she fails by 5 or more, they are unconsious while poisoned and wakes up upon damage or shaken awake.